Game and bonus game play for slot machines

ABSTRACT

A bonus game is initiated when a specific trigger is achieved in a main game. This bonus game may be virtual, mechanical/virtual or mechanical, and may replace the main game on the main screen, or appear in a separate screen or as a top box. Masked or non-masked cards, symbols or credit amounts are distributed into characteristic-specific pools, the aggregate card, symbols or credit amount in each pool having a relationship to each other. The amounts are compared, and specific predetermined relationships may provide wins, losses or termination criteria.

RELATED APPLICATIONS

This application claims priority from provisional U.S. application Ser.No. 60/693,819, filed Jun. 24, 2005.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to the field of mechanical,virtual/mechanical or video wagering games, and particularly physical orvirtual bonus games associated with slot-type wagering games.

2. Background of the Art

Competition in the gaming industry to attract a player and then retainthe player's interest for protracted periods of time is an increasinglygreater challenge. The environment in a casino is typically rich instimulation, both auditory and visual. Consequently, it is an ongoingeffort to attract a player to a given machine and then to subsequentlyencourage the player to stay at the machine based on the machine'sentertainment value.

Slot machines have evolved from having three reels with a singlehorizontal pay line centrally disposed on the reels to having numerousreels with a plurality of pay lines. Regardless of the number of paylines in the main game, the player may become bored with the monotony ofplaying the same main game over and over again. For this reason, mostmachines now also provide for the play of a entertaining bonus game ifcertain particular winning combinations are present in the main game. Inaddition, payouts in a bonus game are typically larger than the payoutsin the main game, and therefore the player is encouraged to keep playingthe main game until a bonus opportunity occurs.

It is a challenge to provide new specific bonus game play that wouldprovide the player with enticing game play entertainment.

U.S. Pat. No. 6,814,664 titled METHOD OF OPERATING A GAMING DEVICEHAVING TERMINATION VARIABLES and U.S. Pat. No. 6,607,438 titled GAMINGDEVICE HAVING TERMINATION SYMBOLS both describe a gaming machine thatenables players to accumulate awards until there are no more awards oruntil one or more termination variables reaches a predetermined limit.The termination variables are defined by a plurality of units, and thetermination limit may be reached by accumulating or losing the units.

U.S. Pat. No. 6,669,559 titled GAMING DEVICE WITH BONUS SCHEME PROVIDINGINCREASED REWARD FOR SELECTING RELATED SYMBOLS describes a bonus schemefor a gaming device which presents a plurality of selections to aplayer. When a player chooses a selection, the game exhibits anon-terminating symbol or a terminating symbol. The player is faced withan array of selections with the aim of locating as many relatednon-terminating symbols as possible, before reaching a terminatingsymbol.

U.S. Pat. No. 6,632,139 titled GAMING DEVICE HAVING A BONUS SCHEME WITHSYMBOL GENERATOR AND SYMBOL TERMINATING CONDITION describes a gamingdevice with a bonus scheme which includes a symbol generator and aplurality of symbols. When two or more predetermined symbols aregenerated and displayed, the bonus round terminates. Depending uponwhich symbols the gaming device generates and displays, the bonus roundmay or may not terminate.

U.S. Pat. No. 6,595,854 titled GAMING DEVICE HAVING A BONUS SCHEME WITHMULTIPLE SELECTION GROUPS describes a game method whereby the playerpicks from first and last selection groups. The game ends when apredetermined amount of picks has been made from the last group.

U.S. Pat. No. 6,346,043 titled IMAGE MATCHING GAME METHOD AND APPARATUSdescribes a gaming device wherein a player picks from a number ofplayer-selectable areas. Each pick is then displayed in a correspondingsection. The first time a displayed section is filled with matchingsymbols, the player wins an award.

U.S. Pat. No. 6,309,300 titled GAMING BONUS APPARATUS AND METHOD WITHPLAYER INTERACTION describes a game play method in which the playerpicks a selection, an award associated with that selection is shown, anda total bonus prize is based on the prizes, multipliers or other itemsassociated with the selectable items selected by the player.

U.S. Pat. No. 6,261,177 titled SLOT MACHINE GAME-HIDDEN OBJECT describesa game in which the player picks “zones” that may or may not containawards.

U.S. Pat. No. 6,231,442 titled VIDEO SLOT MACHINE WITH MULTI-CHOICESECOND BONUS and U.S. Pat. No. 6,186,894 titled REEL SLOT GAME describea slot machine wherein bonus game plays are based on the number ofpaylines wagered in the base game, or alternately, the symbolarrangement(s) achieved in the base game.

U.S. Pat. No. 6,203,429 titled GAMING MACHINE WITH BONUS MODE describesa gameplay method whereby bonus picks are based on probability (i.e.,one might have a 90% chance of winning, another 5%) and the player keepspicking until a losing pick is chosen.

U.S. Pat. No. 6,190,255 titled BONUS GAME FOR A GAMING MACHINE andPublished U.S. Patent Applications 20040185930 titled BONUS GAME FOR AGAMING MACHINE and 20040072607 titled BONUS GAME FOR A GAMING MACHINEdescribe a gaming machine in which a bonus game allows players to keeppicking from hidden awards, accumulating the awards until an end-gamesymbol appears. The player may be able to get a special symbol prior tounveiling the end-game symbol, which would negate the end-game symbol,and continue play.

U.S. Pat. No. 6,174,235 titled METHOD AND APPARATUS FOR DIRECTING A GAMEWITH USER-SELECTED ELEMENTS describes a gaming machine wherein a playerpicks screen locations which have elements in them. The outcome of gamedepends on the elements selected, or the order of elements selected.Since the player selects the elements, he is provided with an illusionof control over the outcome of the game.

U.S. Pat. No. 6,159,098 titled DUAL-AWARD BONUS GAME FOR A GAMINGMACHINE describes a gaming machine where a dual award bonus game isprovided. The bonus game consists of the selection of various elementshaving assigned bonus game outcomes. Some of the selection elements haveassigned values and a number of the elements have assigned end-bonuspenalties. The selection of an element not associated with an end-bonuspenalty defines a successful trial, causing the processor to continuethe bonus game, whereas the selection of an element associated with anend-bonus penalty causes the processor to end the bonus game. Theprocessor determines a value of the selected elements and awards acredit based on that value. The processor also determines the number ofsuccessful trials accomplished in the bonus game and awards a creditbased on that number.

U.S. Pat. No. 6,089,976 titled GAMING APPARATUS AND METHOD INCLUDING APLAYER INTERACTIVE BONUS GAME describes a game play that allows theplayer to continue picking symbols until a match is obtained.

U.S. Pat. No. 6,015,346 titled INDICIA SELECTION GAME describes a gamewherein a player picks two symbols at once, and if the symbols match, orthe value associated with the symbols match, the player wins.

Published U.S. Patent Application 20050059461 titled GAMING DEVICEHAVING A PLAYER SELECTION GAME describes a gaming device that includes aplurality of elements or symbols which are each in one or more of aplurality of element groups or sets. The gaming device also includes aplurality of player selectable selections. Each player selectableselection is associated with one of the plurality of element groups orsets. In one embodiment, the player is enabled to pick one of theselections and each element in the element group or set associated withthe picked selection is flagged or marked. If a designated element orcombination of elements are not flagged, the player is enabled to pickat another one of the selections, one at a time, until a designatedelement or combination of elements are flagged or marked. Once adesignated element or combination of elements are flagged or marked, theplayer is provided an award based, at least in part, on the specificelement or combination of elements which are flagged or marked.

Published U.S. Patent Application 20050037832 titled GAMING DEVICEHAVING GAME WITH SEQUENTIAL DISPLAY OF NUMBERS describes a gamingmachine game wherein the player picks one or more numbers from a numberpool. The gaming device or house draws randomly at least one number fromthe pool. An award is provided to the player based on an amount ofmatches between the player selected number(s) and the game drawnnumber(s).

Published U.S. Patent Application 20040242315 titled GAMING DEVICEHAVING A PLURALITY OF INTERACTIVE PLAYER-SELECTABLE SYMBOLS describes agaming device that determines whether the player has won an award basedupon the player's completed combination or combinations of symbols, theplayer having selected one or more interactive symbols from one or moreoffer sets to either form or complete a combination of symbols.

Published U.S. Patent Application 20040192432 titled METHOD ANDAPPARATUS FOR BOUNDING PLAY OF A GAMING DEVICE describes a game sessionof indeterminate duration; determining a game variable defining the gamesession; determining a terminating value associated with the gamevariable; determining a current value of the game variable; andterminating the game session based on the terminating value and thecurrent value.

Published U.S. Patent Application 20030224851 titled GAMING MACHINE WITHBONUS DISPLAY describes a game where pays are based on a relationshipbetween an award in the main game and an award in the bonus game.

Published U.S. Patent Application 20030211879 titled ACCUMULATION OFAWARD OPPORTUNITIES DURING SLOT GAME describes a game in which a playermay win award opportunities in the main game, and use them in the bonusgame.

Published U.S. Patent Application 20030144052 titled SYSTEM AND METHODFOR FACILITATING PLAY OF A GAME WITH USER-SELECTED ELEMENTS describes agaming method that starts with a set of elements, each element beingassociated with a location, the player picking a location, and receivingawards for elements in that location.

Published U.S. Patent Application 20020165019 titled BONUS GAMEdescribes a game in which players pick items to accumulate and keeppicking until choosing an item that has a quantity of zero. The totalvalue of chosen items is calculated, and the player wins that award.

Published U.S. Patent Application 20020160830 titled VIDEO GAME SLOTMACHINE, APPARATUS AND METHOD describes a slot machine game in whichplayers pick from a set of indicia, and if the player-selected indiciamatch randomly-selected indicia, the player wins.

Published U.S. Patent Application 20020155883 titled GAMING DEVICEHAVING OFFER/ACCEPTANCE ADVANCE THRESHOLD AND LIMIT BONUS SCHEMEdescribes a gaming device method with an offer/acceptance theme whereinplayers pick offers, and if they go over a predetermined threshold, theycan get an advance (preferably in the form of an additional bonus game).

Published U.S. Patent Application 20020151341 titled GAMING DEVICEHAVING A BONUS ROUND WITH A WIN, LOSE OR DRAW OUTCOME describes agameplay wherein a player picks an item which can beat, tie or lose toan item picked by the machine.

Published U.S. Patent Application 20020142822 titled GAMING DEVICEHAVING OFFER ACCEPTANCE GAME WITH TERMINATION LIMITS describes an offerand acceptance bonus game wherein the game enables the player to obtainoffers until the player accepts an offer, meets or exceeds a terminationlimit or runs out of offers.

SUMMARY OF THE INVENTION

A bonus game is initiated when a specific trigger is achieved in a maingame. This bonus game may be virtual, mechanical/virtual or mechanical,and may replace the main game on the main screen, or appear in aseparate screen or as a top box. Masked or non-masked cards, symbols orcredit amounts are distributed into characteristic-specific pools, withthe aggregate card, symbol or credit amount in each pool having arelationship to each other specific pool. The credit amounts between(two) or among (at least three) specific pools are compared and specificpredetermined relationships may provide wins, losses or terminationcriteria. As an optimum game play, an indicia of direct comparison, suchas a Balance Scale is preferably centrally located on the screen or topbox. The Balance Scale incorporates a base and central structure towhich a left arm and right arm are attached. Each arm has an adjoiningscale or “dish” which can hold symbols or objects displaying creditamounts. Bonus wins may occur when the aggregate credit amounts in each“dish” are equal, thereby “balancing” the Scale. The game may beterminated when all credit amount symbols have been utilized, when aspecific number have been utilized, or when the credit amounts incomparison exceed or are below a specific comparative value (in relativeamounts or absolute amounts). Alternately, options may be given to theplayer, the options providing limits between the amounts on either arm.Exceeding the chosen limit may provide a termination to the bonus game.The game play may also be utilized in a base or main game, and may ormay not require a wager or additional wager.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 is a flow diagram that teaches the practice of this invention.

FIG. 2 is a flow diagram that illustrates a specific game play formatusing the teachings of this invention.

FIGS. 3 through 5 illustrate various stages in the play of a sampleBalance Scale Bonus Game.

DETAILED DESCRIPTION OF THE INVENTION

The game play of the novel game described herein may be implemented onexisting and commercial mechanical, virtual/mechanical or video gamingapparatus on any of the many available formats merely by insertion of agame card or game software effecting the selections and rules andpayouts according to the present game. It may also be played on-line,through a network or through a thin client or other client customerrelationship. The base game may also be implemented on a traditionalstepper mechanical reel format. The game may be operated on-line, in abanked set of gaming machines or independent machines with independentprocessors. The game can be programmed onto MAC, PC, LINUX operatingsystems (as well as other or newer commercial systems) and can bedisplayed with standard CRTY displays, plasma displays, LCD displays andthe like. The games may be operated with ticket-in/ticket-out crediting,coins, tokens, currency, credit cards, or gaming accounts as wellunderstood by one skilled in the art. The following is intended to offera general description and example of the technology of the game play andoffer insight into distinctions from existing commercial or disclosedgame play.

One general description of the method of playing a bonus event on amechanical, virtual/mechanical or video gaming apparatus as describedherein is as follows. The game format of a Balance Scale (or otherequilibrating function, such as cups filling with liquid, balloonsfilling with air, and other volume changing or volume completing images)and Credit Amount symbols will be used in the description forconsistency in the analogies of the play, but the game is of course notlimited to that specific imagery. A predetermined trigger in the maingame provides entry into a bonus game. As an example, the appearance ofa triggering symbol or event or combination of symbols, such as aBalance Scale symbol on the third reel pay line of a traditional 3-reelslot machine may provide entry into the Balance Scale Bonus Game. Inanother example, five symbols appearing left to right on a wagered payline of a 3-row×5-column reel configuration may trigger the bonus game:a symbol “10”, a symbol “20”, a Balance Scale symbol, a symbol “15”, anda symbol “15” may qualify as a trigger because the sum of the numbersymbols on either side of the Balance Scale “balance” by each equaling30.

In the bonus game or supplemental event, a two-arm Balance Scale (orother equilibrating imagery) is prominently shown, along with aplurality of hidden Balance Limit Amount symbols (or other imagecharacteristics, such as volume, noise level, color density or the like)or values (100, 125, 150, 175 and 200, for example) and hidden CreditAmount symbols (5, 10, 15, up to 100, for example). First, the player isgiven the opportunity to choose one of the plurality of hidden BalanceLimit Amount symbols. For example, the player may touch the screen orpress a button, and choose an amount of 150. In this case, once theplayer starts picking from the hidden Credit Amount symbols, thedifference between the amounts in one dish of the Balance Scale and theother dish of the Balance Scale may not exceed the chosen value of 150.The player then may begin selecting hidden Credits Amount symbols, oneat a time. Half of the Credit Amount symbols are designated for the leftdish (e.g., BLUE Credit Amounts, for example) and the other half of theCredit Amount symbols (in RED, for example) are designated for the rightdish. Each group of designated symbols incorporates the same absolutevalue symbols, even though the values are designated towards oppositeends of the equivalency function. When the player selects a hiddenCredit Amount or requests the selection or appearance of a hidden CreditAmount, that symbol selected or provided is displayed on the appropriateside of the Balance Scale. An indicator meter constantly updates thedifference in the totals in each dish of the Balance Scale. For example,if the first Credit Amount symbol is a BLUE 40, the meter would indicatea +40 for the BLUE dish. The player continues to select symbols untilthe total of the Credit Amount symbols in one dish of the Balance Scalevs. the total of the Credit Amount symbols in the other dish is morethan the Balance Limit Amount. This ends the bonus game, and the winneris paid according to predetermined payoff rules. At any time or timesbefore the end of the bonus game, if the total in both dishes areexactly the same, or “balanced”, the player wins an award; for example,the award may be the sum of the totals in both dishes, or an escalatingaward may be provided each time the totals balance. Selecting all of theCredit Amount symbols without exceeding the Balance Limit Amount mayproduce an additional jackpot bonus award.

A related game play would utilize the same elements as above, buteliminate the Balance Limit Amounts. Instead, the Random NumberGenerator (RNG) would always select a hidden credit amount for the sideof the Balance Scale that has the lesser total. In the case of the twosides having the same totals, the RNG would randomly pick a hiddencredit amount for either one side or the other. At any time the twosides balance, a payout award would be provided as described above.

Other themes may include completing a business deal, with two or moresides agreeing on a price; an auction scenario whereby aggregate bidtotals are compared, lower totals are rejected, and higher totals mayallow the bidder to continue to bid on additional items; variousvehicles carrying incrementing totals of passengers; any theme utilizingthe teachings of the comparison of amounts or kinds that can be comparedand can be equal or shown with relative differences according to theinvention as understood by those skilled in the art.

The technology may be generally described as a method of playing awagering game or bonus event on a mechanical, mechanical/video or videogaming apparatus. The method may comprise a player placing a wager toplay in the game. There are at least two comparable groups having adistinguishable characteristic that are provided, the at least twocomparable groups having a basis of comparison. For example, the atleast two groups may be any elements of an image (as described above,with regard to scales, balances, balloons, cups, number of fish, weightof fish, etc.). A determined relation of comparison between thecomparable groups provides a basis of award at some time to the playeron the wager. As noted, awards may be made when weights or comparablebasis are equivalent, remain within a range of comparison, exceed arange or parameter of relationship or meet some other determinedrelationship of parameters (e.g., exactly double the basis ofcomparison, exactly a multiple or dividend of the basis of comparison,etc). The game then randomly provides units of the basis of comparisonto a single one of the comparable groups. This has been exemplifiedabove, but may be done by selecting from among symbols with hiddenvalues, randomly collecting a basis of units (e.g., throwing a fishingline into a pond and pulling out a fish of a value or weight; collectingcoins from a basket; collecting balloons of different sizes thatdisweight a balance; volumes of gas into balloons; change in value ofcomparative stocks; and the like). The system (through hardware,software or combinations thereof) determines the relationship of thebasis of comparison between the at least two comparable groups, such asthe relative size, the relative weight, the relative value, the relativecolor density, or any other basis of comparison. The game provides anaward when the relationship meets a predetermined standard, with many ofthese bases discussed above. The determination of the relationship forthe purpose of providing an award may be made at a single or repeatedintermediate stages of the game and/or made at the conclusion of aparticular step of randomly providing units (e.g., the first time theyare awarded, the fifth time they are awarded, the eighth time they areawarded, until such time as a special relationship has been established(e.g., equivalence or a specific multiple relationship between groups),etc. The method may have or require the existence of a specificrelationship between the at least two comparable groups to determine theconclusion of randomly providing units, such as exceeding a specificdegree of difference, being equivalent, having one basis of comparisondisappear (e.g., become zero after once having attained a value greaterthan zero, etc.) The method may use units of comparison comprisingnumerical units. The distinguishable characteristic may be displayed ona monitor in the form of relative weight. The relative weight may bedisplayed as a balance scale.

Another way of describing a method of playing a wagering game or bonusevent on a mechanical, mechanical/video or video gaming apparatuscomprises a player placing a wager to play in the game; providing abasis of comparing different groups; providing random quantities ofunits to one group at a time. After provision of random quantities ofunits to a group, comparing the groups according to the basis ofcomparison; and if the comparison shows a predetermined relationshipbetween at least two groups, providing an award to the player. Aspecific difference, such as the specific weight difference, may beselected in each play of the game. The method may be practiced wherethere are exactly two groups compared; the basis of comparing differentgroups is a visual image representing weight; random quantities of unitsare provided to one group at a time; after provision of randomquantities of units to one group, a comparison is made between the twogroups according to the basis of comparison; and if the comparison showsa predetermined relationship between the two groups, providing an awardto the player.

Reference to the Figures will assist in further understanding of thepractice of the present invention.

FIG. 1 illustrates a generic flow chart illustrating the mechanics ofthe game play. After an initial wager, an initial display of symbols 2is offered and made available for selection. Randomly a symbol isselected by the device or by the player 4, and a particularcharacteristic of that symbol is provided for comparison or determined6. The symbol is placed into a pool with imagery designated specificallyfor that characteristic 8. Symbol values in each pool are totaled atthis point 10, and the aggregate totals in each pool are compared todetermine if a predetermined relationship exists between the two or morepools 12 such as equivalence, higher values in one pool or another,larger size or equivalence in one pool or another, etc. If apredetermined relationship is present, a prize is awarded 14. The gamethen may either end 16A or continue 16B by selecting another symbol 4(e.g., which contains a hidden credit or comparison base amount), andfollowing the same steps as previously described. If there is nospecific relationship present between the comparison bases, anothersymbol is selected 4, and the same steps as previously described arerepeated.

FIG. 2 shows a flow chart illustrating a specific example of the gameplay. An initial display of hidden coins 18, i.e., the face value andcoin color of which are masked, is offered. Randomly a coin is selectedby the player 20, and shown to be either a blue coin or a red coin 22.The coin is placed into a color-specific pool and its value is added tothat pool's total 24. Symbol values in the red pool and the blue poolare totaled at this point 26 or 34. Upon comparison of the two pools, ifthe totals are equal to each other 28, a prize is awarded 30, and thegame either ends 32 according to the rules of the game, or the game maycontinue with the selection of another coin 20, and the repetition ofsubsequent steps. If the totals 34 are unequal 36, another coin isselected 20, and steps 20, 22, 24 and 26, 28, 30, 32 or 34, 36 arerepeated.

FIG. 3 shows the initial screen 40 of the video Balance Scale Bonus. Abalance scale 42 is located in the screen center, with one arm 44holding 5 initial outline credits 46 in a dish 48, and the other arm 50holding 5 initial solid credits 52 in a second dish 54. The credittotals for the left side 56 and the right side 58 are displayedunderneath each dish. Forty touch screen symbol circle areas 60 areprovided for the credit amount choices.

FIG. 4 shows the game at a further stage where the player has randomlychosen two solid credit amounts 60 that are displayed in the solidcredit dish 54, and deleted from the symbol areas 70. The left sidecredit amount total 56 is shown and the right side credit amount total58 is shown. The indicator meter 80 displays a difference of 90 creditsbetween the two totals 48 and 54, respectively.

FIG. 5 shows the game at a further stage where additional credit amounts60 have been chosen, displayed in the appropriate dishes 48 and 54, anddeleted from the symbol areas 70. The left side credit amount total 56is shown and the right side credit amount total 58 is shown. Theindicator meter 80 displays a difference of 0 credits between the twodishes 48 and 54, respectively, indicating the credit amounts in bothdishes are equal and balanced. This initiates the display of the CashBalance indicia 100, and provides the player with a bonus win of bothcredit totals (105+105 credits 56 and 58), the 210 credits beingdisplayed in the win box 90.

Another general summary of the practice of the technology describedherein may be framed as a method of playing a wagering game or bonusevent on a mechanical, mechanical/video or video gaming apparatuscomprising:

-   -   a player placing a wager to play in the game;    -   at least two comparable groups having a distinguishable        characteristic are provided, the at least two comparable groups        having a basis of comparison;    -   a determined relation of comparison between the comparable        groups provides a basis of award to the player on the wager;    -   randomly providing units of the basis of comparison to a single        one of the comparable groups;    -   determining the relationship of the basis of comparison between        the at least two comparable groups; and    -   providing an award when the relationship meets a predetermined        standard.        The method may have the determination of the relationship for        the purpose of providing an award is made at the conclusion of        randomly providing units, and the existence of a specific        relationship between the at least two comparable groups may        determine the conclusion of randomly providing units. The        preferred method uses units of comparison of numerical units. As        noted the distinguishable characteristic may be displayed on a        monitor in the form of relative weight, especially as a balance        scale.

Another description of a method of playing a wagering game or bonusevent on a mechanical, mechanical/video or video gaming apparatusaccording to the technology described herein comprises:

-   -   a player placing a wager to play in the game;    -   a basis of comparing different groups is provided;    -   random quantities of units are provided to one group at a time;    -   after provision of random quantities of units to a group, a        comparison is made between the groups according to the basis of        comparison;    -   if the comparison shows a predetermined relationship between at        least two groups, providing an award to the player.

The method may use a predetermined relationship of equivalency,exceeding or equaling a specific weight difference, specially where thespecific weight difference is selected in each separate play of thegame. In this method, it is preferred that there are exactly two groupscompared;

-   -   the basis of comparing different groups is a visual image        representing weight;    -   random quantities of units are provided to one group at a time;    -   after provision of random quantities of units to one group, a        comparison is made between the two groups according to the basis        of comparison; and    -   if the comparison shows a predetermined relationship between the        two groups, providing an award to the player. Groups of three or        four or more may also be compared, for single comparison        differences (e.g., one group is the basis of the comparison, or        for total differences from a base, or for greatest difference by        a single group, or again for equivalency among one or more        groups.

Although specific examples and specific images have been provided inthis discussion, these specifics are intended to be only support for thegeneric concepts of the invention and are not intended to be absolutelimits in the scope of the technology discussed.

1. A method of playing a wagering game or bonus event on a mechanical,mechanical/video or video gaming apparatus comprising: a player placinga wager to play in the game; at least two comparable groups having adistinguishable characteristic are provided, the at least two comparablegroups having a basis of comparison; a determined relation of comparisonbetween the comparable groups provides a basis of award to the player onthe wager; randomly providing units of the basis of comparison to asingle one of the comparable groups; determining the relationship of thebasis of comparison between the at least two comparable groups; andproviding an award when the relationship meets a predetermined standard.2. The method of claim 1 wherein the determination of the relationshipfor the purpose of providing an award is made at the conclusion ofrandomly providing units.
 3. The method of claim 2 wherein existence ofa specific relationship between the at least two comparable groupsdetermines the conclusion of randomly providing units.
 4. The method ofclaim 1 wherein the units of comparison are numerical units.
 5. Themethod of claim 1 wherein the distinguishable characteristic isdisplayed on a monitor in the form of relative weight.
 6. The method ofclaim 2 wherein the distinguishable characteristic is displayed on amonitor in the form of relative weight.
 7. The method of claim 3 whereinthe distinguishable characteristic is displayed on a monitor in the formof relative weight.
 8. The method of claim 4 wherein the distinguishablecharacteristic is displayed on a monitor in the form of relative weight.9. The method of claim 4 wherein the relative weight is displayed as abalance scale.
 10. The method of claim 5 wherein the relative weight isdisplayed as a balance scale.
 11. The method of claim 6 wherein therelative weight is displayed as a balance scale.
 12. A method of playinga wagering game or bonus event on a mechanical, mechanical/video orvideo gaming apparatus comprising: a player placing a wager to play inthe game; a basis of comparing different groups is provided; randomquantities of units are provided to one group at a time; after provisionof random quantities of units to a group, a comparison is made betweenthe groups according to the basis of comparison; if the comparison showsa predetermined relationship between at least two groups, providing anaward to the player.
 13. The method of claim 12 wherein the units ofcomparison are numerical units.
 14. The method of claim 12 wherein thedistinguishable characteristic is displayed on a monitor in the form ofrelative weight.
 15. The method of claim 13 wherein the distinguishablecharacteristic is displayed on a monitor in the form of relative weight.16. The method of claim 14 wherein the relative weight is displayed as abalance scale.
 17. The method of claim 16 wherein the predeterminedrelationship is equivalency.
 18. The method of claim 16 wherein thepredetermined relationship is exceeding or equaling a specific weightdifference.
 19. The method of claim 18 wherein the specific weightdifference is selected in each play of the game.
 20. The method of claim12 wherein there are exactly two groups compared; the basis of comparingdifferent groups is a visual image representing weight; randomquantities of units are provided to one group at a time; after provisionof random quantities of units to one group, a comparison is made betweenthe two groups according to the basis of comparison; and if thecomparison shows a predetermined relationship between the two groups,providing an award to the player.
 21. The method of claim 20 wherein thepredetermined relationship is equivalency.
 22. The method of claim 20wherein the predetermined relationship is exceeding or equaling aspecific weight difference.